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_Tyrant_

Recruit
21 Badges
May 6, 2018
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  • BATTLETECH
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • Crusader Kings II
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Europa Universalis IV
First - I love this game and it's been great to play Battletech again and I'm glad I was a kickstarter for it.

Hit and Run Missions - The game that has targets that need to be raided then fled don't quite work out right. It is so far always better to just eliminate the enemy forces rather than try and get to a facility and take something from it, or destroy it. Enemy mechs are between you and your target, and most mechs lack the speed to flank, and even if they do- why have it run off, while the other three mechs have to fight it out and likely end up with the same result.

Escape LZs should be placed at the same place as the landing LZ. This allows at least the ability to press forward, hit a target and fall back. When the LZ is placed elsewhere ,it is often through the enemy mechs- and so we're back to just having to destroy them.

The Hit and Run idea is a good one, but some better planning of the maps may be in order. To force the issue, after a a target has been eliminated ,or a thing stolen, alert the player that a heavy enemy lance is inbound. Mark it clearly landing somewhere where the players are encouraged to run away from it, rather than have to go through it.

Keep the Timeline - The Inner Sphere is huge and the potential for future plots and ways for players to be mercenaries is tremendous. I'd like to see more of that, letting players run their companies and continually building off of that. The arrival of the Clans was for me, when it happened, a departure from a great game. Not that the Clans were entirely awful, but they did take a universe and upend it. I much preferred the Steiner-Davion alliance and how it affected the other Houses rather than super mechs with super people coming in from 'far away' to do 'things' for 'reasons'. There's so much to work with!

Evasion - My current view is that evasion is a bit easy to strip off and that concentrated fire, or sensor locking, makes it 'nice' but not 'great' to have. For light mechs, evasion needs to be a bit better in keeping them alive if the idea is to make them viable against heavier mechs. If it is not, then we're good to go.

Weight Restricted Missions - There are so many great mechs in the campaign, but it becomes quickly a game of getting the biggest heaviest mechs and thundering to victory. Fun, no doubt, but having weight tolerances would help make use of all the other mechs. Imagine a mission in which the top tonnage was 140 tons, or another at 200 and so forth.

Weapons - I like them! I like the + weapons and fancy gear that is occasionally found.

Painting Mechs - The mech appearance is altered in two areas, the bay, and in the Captain quarters. Better to have it all in the Captain quarters and let players see not only color schemes ,but patterns, all in one place. As is, it's hard to make out the patterns in the bay.

Optimization - The game can chug and stutter and I have a nice PC with a nice video card. Others seem to be reporting similar issues, so something's up, but I couldn't say what.

Cities - Buildings that are hard to go through, streets, and rough/conceal rules for ruins.

Some Mission Ideas that can likely work with the engine as is

1- Lance lands and has 10 rounds to destroy a lighter lance, after that, an enemy heavy lance arrives and starts to close in. Daring players will kill them all, but others will try to finish the mission and escape.

2- Lance lands and has to hold out 10 rounds from 2 enemy lances that start off nearby, after that, they need to escape.

3- Lance lands and has 10 rounds to close in on a base, destroy a building, then get out before a heavy lance or two return and are clearly noted as returning and where from.

4- Lance lands and has to secure an area and hold it for 10 rounds against larger force, at which point allied lance will land.

The timing can be adjusted, but used to make situations 'hold' or 'hit and run'.

Great game, and its nice seeing Battletech, like the board game, brought back to life!
 
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